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#1 Re: Worlds » All of them - ArchivEE » 2022-08-28 20:57:38

Also oops, seems like the forums channel of the discord stopped picking up replies here again for some reason?

N1KF wrote:

Do any C# programmers want to try compiling and distributing the new ArchivEE reader executables? I'd rather not do this myself because IDEs tend to cost me hours of troubleshooting just to get everything working correctly. This is the perfect chance to give N1KF malware, people!

Done! I'll upload the new reader (should be compatible with both the old and new databases) individually if you don't want to wait for the full download when I update the main post.

N1KF wrote:

Triple posting because I finally got these 16 inaccessible worlds after spending way longer than I should have fiddling with SQLite databases. Here they are: … (73 KB)

The more popular worlds include )))))... by eeisfullofnoobs (a 25x25 key race), -->BLIND MAZE LEVEL UP<-- by Terence22205, Musicart 2 by Mathy & Sensei1, *Weird As Hell / Easy* By:ExPl, and Loonely Noob Boss. The remaining eleven? They're all named "only nazis" and some have multiline ASCII swastikas in the title. Fortunately they just look like basic EE worlds.

I believe these should all be fixed in the new archive, let me know if not.

rualbr wrote:

Hello, I wanted to have a look at my older worlds but then I realised that my computer inst compatible with this program, i know its a little late, but if possible, could you release a version of that program compatible with 32bit windows 7 computers? Would be a huge help for a lot of people with the same problema as mine.

A lot of the dependencies used to make this work only run on 64 bit windows sorry, if I have time I might see if I can get them to compile for an older version, but I'm not sure if it will work and I don't have access to a 32 bit computer to test it on, so it'll be difficult to debug.

#2 Re: Worlds » All of them - ArchivEE » 2022-08-28 20:37:44

ArchivEE 2: Electric Boogaloo

Download here!

- Fixed gravity effects
- Fixed world portal spawn points
- Fixed time trial times (can't remember what this meant but I had it ticked off so I guess it's fixed?)
- Fixed crashes during world exports
- Split the world table in two, one part for metadata and one part for world contents, allowing for de-duplication of worlds with the same contents
- Improved world compression using zstd rather than lzma, allowing for better compression of small files using a common dictionary
- Improved query result loading, allowing the results to be streamed in rather than loading the entire result to memory before beginning processing
- Added roughly 45k worlds to the archive which were previously missed
- Added roughly 720k empty and home worlds
- Probably more that I've forgotten
- All this in an only 15MB larger download!

I'll leave this here for a short while so people can try it out and report any bugs, then once I'm reasonably sure everything is working I'll update the main post, along with uploading a version of the database using the previous format for compatability reasons, and possibly Linux and MacOS versions if I can manage to get these to work.

Plz let me know if you find any bugs, missing worlds, etc and I'll make sure to fix them some time in the next 2 years!

#3 Re: Game Discussion » The Sun rises again » 2022-07-19 00:52:32

Zumza wrote:

One of the issues with EEU, might I remind the readers, was that the developers, surprisingly, weren't truly motivated with receiving just the amount of coins needed to wash their cloths in which they were sweating in while coding, as remuneration.

And, yet, apparently that design document covers everything about the game but monetization.

I’ll have you know the money I made from EE covered not only all of my washing from the date I started up until a couple months ago, but also a few other small purchases which only accepted PayPal!

More seriously, for me the money was never a problem. I was a full time student in the UK where all tuition, accommodation, and living costs are funded entirely by the government by a very fair student loan which you never need to pay back unless you earn above the national average and can afford to pay it. The reasons I didn’t spend more time working on EEU were partly that I was a full time student so was very busy, and partly that the constant drama around Xeno, the way Xeno treated us, the data breaches, the hacking incidents, etc made it unenjoyable.

This time is different since they’re paying people to do it as a job rather than having it be a collective hobby, so monetisation is more important, but for the reasons I stated above I don’t think putting monetisation as the #1 priority is a smart idea.

#4 Re: Game Discussion » The Sun rises again » 2022-07-18 19:27:47

Zumza wrote:

Intentionally deceiving us? They’ve said hardly anything, I’m not sure how they’d be deceiving us lol

Are you just talking about those two quotes about not prioritising monetisation and having at least one rendering bug? If so extrapolating from that to not having any plan for the user experience, retaining players, a vision, etc is a massive stretch.

As you seem to be focusing a lot on monetisation I’ll touch in that directly:

Prioritising monetisation over gameplay is what results in a pay-to-win game completely stuffed full of micro-transactions, and isn’t something that is good for the player. I’d say it’s a very good thing that their #1 priority is creating a good game. Counter-intuitively, focusing on monetisation first is actually generally a bad business decision, since it leads to a worse game, which leads to fewer players and less potential for monetisation. If you have a really good game with a dedicated community, you can generally find ways to monetise it, a lot of games survive on voluntary donations only.

#5 Re: Game Discussion » The Sun rises again » 2022-07-18 17:57:54

Zumza wrote:

It sounds like you’re assuming that because you haven’t been told about their plans, there aren’t any.

The new team are taking a different approach of carrying out all this planning internally, rather than including the community in the discussions. This isn’t necessarily a bad thing, it’s how most games are developed, it’s just different.

Because of this we’ll just have to wait and see, right now it’s understandable that not much is happening since a world superpower is at war with the home country of many of their devs. Once this is over and they share more info we’ll have a better idea of how things are going. Until then anything is just wild speculation.

#6 Re: Game Business » Everybody Edits || Status of development » 2022-07-07 11:16:13

Satanya wrote:

Word from Fixel.

One dev uses MacOS for development. Two devs are using Linux for development. One uses Windows 10 for development. WebGL client will run pretty much on a potato, and if that's not enough, native client is written on .net with such a minimum requirement that it runs mono framework and on all of those OSes. Mono executable is compiled as a fat binary so it is compatible with both 32 bit and 64 bit OSes. And if that's not enough, you're not our target demographic.
And keep in mind, game engine doesn't run on client. The client just acts as a remote IO (front-end). The engine runs on a Linux server written in highly optimised C++ code.

This is fairly unrelated to the performance issue, but I’m wondering a couple things:

Does this mean that things like the physics engine need to be duplicated between the two versions of the client? Or are you doing something similar to maybe Realm of the Mad God where a few times a second the server sends a list of new movements and the client just replays them?

Also on the .net front, is there a reason you’re not using .net core (or its successors .net 5 and 6), since those are natively cross-platform without the need for mono. I believe you can also compile in the .net runtime if running without any setup is a requirement, or you can bundle an installer with the executable like some popular games that use .net do.

I guess until fairly recently (possibly after you already started the .net port) they haven’t had a great way to create GUI applications, but with .net 6 there’s MAUI which I’ve heard good things about.

#7 Re: Game Business » Everybody Edits || Status of development » 2022-07-05 13:32:36

I'd echo what people have said above.

EEU was built on custom physics/graphics engines and it performed very well. I was able to play it at 60fps on a phone released over a decade ago.

The web is excellent in allowing you to support a huge array of old hardware with very little effort, you can write one version of your app and the browser-makers will ensure that it supports Windows, MacOS, Linus, 32 bit, 64 bit, AMD GPUs, Nvidia GPUs, Intel GPUs, both integrated graphics and discrete, etc etc etc.

There *is* a small performance penalty for this, but the majority of the problem with the web is badly written code rather than an inherent problem with the technology. If you take care to write efficient code you can do surprisingly well.

WebAssembly and WebGL add to this by providing close to native performance, though as you say a very small minority of setups don't support these. To solve this some people write two versions of their app, one which supports these modern features and runs very efficiently, and one which uses older technology and runs slower, though since the percentage of people unable to use them is becoming increasingly tiny, and since this can usually be fixed with a simple software update on the user's part, this isn't always worth it.

Someone on their team can probably fill in the exact details about these things once they've decided on them, but until then it's probably a safe bet that it'll run pretty efficiently on almost all hardware.

#8 Re: Game Discussion » EE Web Archive » 2022-07-04 17:07:45

John wrote:
LukeM wrote:

I've just finished uni!

Congrats Luke!!

Can this be modified to respect visible false worlds?


To do this either all visible false worlds would have to be removed from the archive, which generally people don't really want (since this would prevent the owner from downloading their hidden worlds), or there would need to be some system to verify ownership of EE accounts.

From the ArchivEE side this would technically be possible if I encrypted private worlds then hosted a server to connect to the EE servers to verify ownership of accounts, then give out the encryption keys only to verified owners, but this would be a whole lot of efford I don't really want to put in.

So as ArchivEE contains all worlds no matter what there probably isn't too much of a point in 0176 implementing it just for the Web Archive, and it would still be a reasonable amount of effort to do safely. Either the user would have to send their password to 0176's server so that it could log in to their account, which would be bad for security, or 0176 would have to create a system to prove ownership of accounts by joining an EE world or modifying the database or something (which I'm not entirely sure is still possible).

So technically possible in a couple of different ways, but probably not worth doing.

#9 Re: Game Discussion » EE Web Archive » 2022-06-23 08:03:04

wjyg wrote:

the gravity effect is wrong, it killed my ctm 3, please fix
also, i reach last purple mini in ctm 4, and that mini is too hard for me

Yes sorry, this is my fault, I made a couple mistakes when converting from my full database download to the compressed version I released for ArchivEE.

I've been super busy and haven't had time to fix it, but might do soon since I've just finished uni!

#10 Re: Game Business » Everybody Edits || Status of development » 2022-03-20 18:57:27

This really sucks for everyone affected, I wish them all the best and hope they and their families are safe.

Take all the time you need. Even without half your staff needing to flee from a global superpower declaring an unlawful war, things like this always take longer than people expect. EE took roughly a decade to get to where it was when it shut down, and even after all that it was a mess, performing terribly with half of the features barely working.

I’d personally prefer more open development so we can all come along for the ride, but I can see how often this just attracts a lot of non-constructive criticism, so how you develop the game is up to you, the way you’re doing things is fairly standard for the games industry.

So stay safe, take all the time you need to make sure your staff are safe, then even after the war comes to a (hopefully swift) end, take all the time you need to get things right.

#12 Re: Game Discussion » Who owns the data, and server for everybody edits? » 2021-11-30 19:31:15

IanJanes wrote:
chzandham wrote:

I'm not on the forums religiously, you guys are a little stuck up. That server cost is extremely inflated as well, it would definitely be easier to host it elsewhere or to fine a better plan. I'm still completely willing to do it.

Putting the game back online anywhere would just take an unreasonable amount of effort.

Firstly the client uses Flash, which has been discontinued for security reasons, so it would be unsafe to connect it to the internet without a complete rewrite of the client to some other technology like HTML5.

Secondly the server uses PlayerIO's libraries and services, so either you pay the $2.5k/month or also rewrite the entire server to use something that isn't PlayerIO.

And all this for maybe a handful of concurrent players if you're lucky. And once EE! comes out you'd just be splitting an already tiny community in half, which probably isn't the best idea. It's just not really worth it.

#13 Re: Worlds » All of them - ArchivEE » 2021-10-06 12:18:15

N1KF wrote:

You still there, LukeM?

Hi //

I've made most of the bugfixes but ran into a few weird ones I didn't manage to get fixed before something else came up over the summer.

I was looking through a bunch of worlds with Kirby to try and work out which ones are missing, so that I could try and work out how to fix them. A good number of them are fixed (and I've sent Kirby a half-finished version of the archive to look through), but there are still some I'm pretty sure can be fixed where I haven't worked out what's wrong yet.

#14 Re: Game Discussion » why dont ee have an servers like minecraft n terraria? » 2021-07-18 19:20:52

EE didn’t need player-run servers because it already provided private servers for free for everyone.

It’s cheap enough to run a server for a game like EE that it could just run servers for free for everyone so that they don’t need to run their own. With games like Minecraft and Terraria, the worlds are much larger, and there’s complex AI that needs to be run, which together make running a server require a significant amount of performance, much more than EE, so they just leave running a server up to the players.

The same is true for EEU, even in the unoptimised state it is in, and assuming something doesn’t go terribly wrong will almost definitely be true for EE! too.

The one exception is EEO, which doesn’t have official servers provided for a variety of reasons as discussed many times before, and doesn’t have player-run servers partly because it would take a significant amount of work (which at the end of the day would have been work taken away from EEU), and partly because now flash is no longer getting security updates it would be irresponsible to recommend connecting it to the internet.

#15 Re: Game Discussion » Everybody Edits on Windows 11? Check how! » 2021-07-02 07:38:11

HG wrote:
LukeM wrote:

From what I've heard the minimum specs listed on that site are only for new windows devices coming with Windows 11 preinstalled, there are lower requirements for upgrading to Windows 11 that almost all semi-recent devices should meet. (The TPM 2.0 requirement is replaced with TPM 1.2, among other things)

The lower requirements that you mentioned are only for insider releases, and when the official release comes out, they will have to return to Windows 10. Windows 11 will continue having the minimum requirements from their site.

Sources: … indows-11/ … uirements/

There's this other site from Microsoft documentation specifying the Windows 11 requirements: Compatibility for Windows 11

Anyway, my laptop has no Secure Boot, no DirectX 12 support, no TPM at all... Yeah, I'm screwed.

There's a bit of contradictiory information about this...

So originally they published both "recommended" and "minimum" specifications lists, the recommended including things like TPM 2.0, and minimum only needing 1.2.

This has since been changed to only list the previous recommended specifications, so removing all mention of TPM 1.2, etc.

The second link you sent does however mention that they will test certain devices with Ryzen 1000 CPUs (with TPM 1.2) to see if they "meet their principles", which suggests that TPM 1.2 will be supported long-term.

What makes most sense to me is that the specs they list are what is required for a manufacturer to ship their devices with Windows 11 preinstalled (which would be why they are talking about manually testing devices that do not meet the requirements but may still perform well), but they will still allow you to install Windows 11 on any device which meets some lesser minimum requirements, even if it doesn't have official support.

Basically "we guarantee that Windows 11 will run well on devices which meet these requirements, and it may also run on some devices which meet these lesser requirements, though we don't take responsibility if it doesn't"

#16 Re: Game Discussion » Everybody Edits on Windows 11? Check how! » 2021-07-02 06:17:39

Different55 wrote:

I must have been browsing the wrong section of the Microsoft store before, my bad. Plenty of these do support Windows 11. Plenty of machines that are certainly still top-of-the-line are excluded, though, just based solely on the processor whitelist. Even if they support TPM 2.0, although I still have no idea why TPM is a deal-breaker at all, 1.2 or 2.0 or 0.0.

From what I've heard the minimum specs listed on that site are only for new windows devices coming with Windows 11 preinstalled, there are lower requirements for upgrading to Windows 11 that almost all semi-recent devices should meet. (The TPM 2.0 requirement is replaced with TPM 1.2, among other things)

#17 Re: Bots and Programming » how do i decompress eelvl with python » 2021-06-03 10:49:32

An EELVL file is a raw Deflate stream, not a full gzip file. A gzip file expects a bunch of metadata that isn’t provided by default by Flash.

I’m not sure how you’d handle this in Python, but a quick Google comes up with this, which seems like it might work: … mentations

#18 Re: Worlds » All of them - ArchivEE » 2021-04-26 15:11:55

Oh oops, since EE shut down I’ve been keeping up with the forums through GregBot in the EE discord, and it seems like it hasn’t been picking up replies here for some reason?

Yes I still intend to do a big bugfix update, but I’ve had some university stuff I’ve needed to do and we’re about to start exam season, so it might be a month or two before I get around to it.

In the meantime I’ve got the raw EE worlds database saved so no data was lost, it’s just too big to share for people to download so any bugs in my compression code mean that data isn’t saved correctly in the archive. I’ll add all the bugs people find to a list of things to fix and release a new copy of the archive when I have time.

Until then it sounds like the EE database is still up, so if you do run into one of the worlds that were corrupted, other people have released tools to download them directly.

#19 Re: Off Topic Discussion » Coronavirus Disscussion » 2021-04-16 15:35:08

hummerz5 wrote:

^ Pretty sure it's 90% less risk of serious health complications. We still don't know if the vaccines really stop you from spreading it. etc etc

I'll happily be corrected, but I could've sworn that it's generally international policy to try and address domestic demand before sending it elsewhere like so

Though I think it would also be good to verify. How would you have the vaccines distributed? The US buys vaccines from international suppliers and then gives them away? The international suppliers limit their shares given to the US? Pretty sure this last one has happened a bit as well.

But I'm not sure. //

Data for pfizer-biontech:

The trial:
- 95% effective against symptomatic disease
Real world data:
- 97% effective against symptomatic disease, severe/critical disease, and death
- 94% effective against asymptomatic disease

With the vaccine distribution it's a bit of a catch 22, on the one hand the best thing to do to combat the disease is to share doses fairly between all countries, but on the other hand most of the vaccine doses were pre-ordered to fund their development, so without these large pre-orders from richer countries we might not even have them.

One of the biggest examples is probably the UK vs the EU. The UK from the start pretty much threw money at every vaccine they could to speed up development, while the EU treated it more like a normal purchase of resources so spent more time trying to get a good deal and things. This means that the UK's vaccine supply chain is now several months ahead of the EU's. This is leading to a fairly big disagreement where the EU is arguing that it was irresponsible for the UK to hog so many doses of the vaccine (we purchased significantly more doses than we need), and the UK is arguing that if they hadn't pre-ordered these doses they wouldn't exist right now in the first place.

Honestly I don't really know what's best. Sharing vaccines will lead to fewer deaths overall, but allowing a country first access to the vaccines they funded gives an incentive for everyone to contribute as much as they possibly can to vaccine development. If instead of developing vaccines ourselves we all put money in a shared pot that was used to develop vaccines for everyone, I doubt the richer countries would have contributed as much money as they have now, so we probably would have less vaccine supply overall.

#20 Re: Off Topic Discussion » What pseudo-random number generator is the best? » 2021-03-08 22:17:27

Ondrashek06 wrote:

It makes sense,'s main feature is that they use real noise (which they collect using radios or something from the real world), rather than generating it whenever people ask for it, so they only have a certain amount of supply they need to share between everyone. When you have a limited resource like that you have to have a way of limiting how much people can use so that you don't run out.

#21 Re: Game Discussion » yo check this out » 2021-01-21 01:06:18

N1KF wrote:

If pixel graphics are too small, why not scale up the pixels? EE's fullscreen may have looked ugly, but that's because of the aliasing being used at weird resolutions, causing weird stretching. The inconsistency and lack of crisp detail in EE's pixel art didn't help either.

Tbh I doubt you'd be able to fix the stretching problem, pixel art only really looks good scaled up to whole multiples of its original size, which would mean that it probably wouldn't give you enough options for how big it should be. On a 1366x768 screen (which is common on laptops) it would likely be too zoomed out at 1x zoom (around 60% more zoomed out than EE), but too zoomed in at 2x zoom (around 30% more zoomed in than EE).

#22 Re: Worlds » All of them - ArchivEE » 2021-01-18 22:11:45

John wrote:
N1KF wrote:

These could be really helpful to figure out when a world was popular or when a player was active

The IDs can tell you this, although I forgot when Chris's birthday is.

I've included the creation dates where they were valid, but I didn't realise that at some point quite a few years ago the dates changed for some reason, so a fairly large chunk of them are incorrect. I'll be fixing them in the next version.

#23 Re: Worlds » All of them - ArchivEE » 2021-01-18 13:08:11

N1KF wrote:

Is more niche data like items owned by a player, potions enabled in a world, or woot counts being archived somewhere? These could be really helpful to figure out when a world was popular or when a player was active. iirc this technically isn't all the worlds, as there are like a million worlds but most of them are the default empty or home worlds. Are these also being preserved somewhere? I don't know if they have actual world data (placed blocks and such) but at least their metadata was there.

I probably sound like a worrywart but I'm worried that some weird parts of history could get lost, like an empty world that has thousands of plays or something weird like that, or some oversight resulting in some legitimate data being left behind. And of course I'd hope these bonus archives would be public where feasible.

Bug report

edit: cut out a few I figured out.

Bug report 2

I was thinking that data like owned items was private as I thought that was what was breaking, but Capasha reminded me that that problem was actually something else, so I might try and scrape all the item data at some point if I have time. As for the rest, I have it all downloaded but chose not to include niche things like that in the database to keep things relatively simple, I could probably add it to the database but just not include it in the search tool though.

I do have a copy of every single world, but I filtered out the worlds that hadn't been modified as otherwise the archive database was several times as large. I guess this might mean there are some stats missing like the total number of plays of all of a player's worlds, so I could probably find some other way to solve this problem at some point. Maybe I could split up the worlds database into separate metadata and contents tables so duplicate world contents are only stored once or something.

As for the bugs, thanks! I'm planning on collecting a list of bugs and things to improve then releasing a version 2 at some point when I have time with those fixed //

#24 Re: Worlds » All of them - ArchivEE » 2021-01-12 17:16:08

This is done!

Check the original post for the details for how to download and use the archive, and let me know if anyone has any problems, particularly either without .NET installed or on Linux or MacOS (I haven't been able to fully test these).

It's a console app because I couldn't be bothered to design 50+ different menus for each of the options, but I'm hoping I made it easy enough for people to use //

#25 Re: Worlds » All of them - ArchivEE » 2021-01-08 03:02:23

Almost done with this now, I've managed to put everything in a database, and I've got a tool which lets you search through it using various criteria.

One thing I'm including is a list of all staff members so that you could search for something like "all worlds created by pre-2015 staff members" or whatever, but I'm missing a few of the dates, I'd be grateful if anyone could fill in any of the ones I haven't been able to find if you know them or know where to find them:

CJMAEDER developer start date
CYCLONE developer start date
KASLAI developer start date
KASLAI developer end date
KERFF developer start date
KERFF developer end date
ULTRABASS 2nd moderator end date
MINISAURUS original graphics designer start date
NOU moderator start date - If we don't get this one I'll just put down 2015/4/17 (his first forum announcement)
RPGMASTER2000 developer start date
RPGMASTER2000 developer end date
SHOWPATH developer start date
THESOURCE85 moderator end date
TIRALMO start date
TOBY developer start date
XJEEX developer start date
XJEEX developer end date

Idk if Satanya will allow jewel transfers, but if she does I'll give 40 jewels for each of these dates you can fill in! (Exact dates please, and ideally let me know where you got the information from so I can double check it)

Once these are filled in I think it should be pretty much ready to use, and it's looking like while it'll be moderately large (~1GB), it should be small enough to host somewhere so people can download the whole thing //

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